maneframe

joined 1 year ago
[–] maneframe@lemmy.sdf.org 1 points 6 days ago

Unfortunately I've found that the latency over streaming makes the game less fun to play than when joining locally (or over a faster video call service like Discord), but for my next game I'm designing it to be more streaming-friendly so I'll definitely be looking at building an integration then.

[–] maneframe@lemmy.sdf.org 2 points 6 days ago* (last edited 6 days ago)

That's a good call, thanks!

I can relate though, I've honestly avoided actively using social media for the better part of a decade, so dipping my toe back in the waters has been a bit of a struggle. I can't help overanalyzing everything I write, to the point it becomes exhausting trying to regularly post anything. And then it often feels like an exercise in futility anyway when you're lost in the sea of other posts.

So I figure for now I'll focus my energy on making games and especially improving with the visuals (admittedly I'm a programmer first and foremost, so art is not my strong suit), and hopefully gradually gain more confidence.

By the way, I've really appreciated yours and everyone's encouraging comments here! Funnily enough, this is the most attention a post of mine has ever received, and I wasn't even intending for it

[–] maneframe@lemmy.sdf.org 5 points 1 week ago (1 children)

I'm glad you like it! I actually made my first prototype right before last Christmas so I could play it when my family got together, and people enjoyed it so much I just kept working on it.

As far as gifting goes, I actually didn't know you could get Steam gifts that deliver later, so I'm not entirely sure of the answer, but I assume if they charge you for the game right away it would process the payment then too.

Full disclosure though, only one person needs a copy of the game to run it and play with a group. Everyone joins the game by visiting a website (generally on their phone), similar to how Jackbox games work. So there's no obligation to gift copies, but if you still do I will be quite honored and grateful!

[–] maneframe@lemmy.sdf.org 9 points 1 week ago

I appreciate the optimism! I hope it can find an audience over time, but it's definitely tough to stand out. For now, I'm aiming to just keep making games and improving, rather than giving up after the first try, which sadly seems to happen a lot out there.

[–] maneframe@lemmy.sdf.org 33 points 1 week ago (9 children)

By the way, here's the game for anyone interested: https://store.steampowered.com/app/2792160/SnowDown/

I didn't expect to see so many replies!

[–] maneframe@lemmy.sdf.org 11 points 1 week ago

Oof, though you're not wrong!

[–] maneframe@lemmy.sdf.org 15 points 1 week ago (3 children)

Here's my game: https://store.steampowered.com/app/2792160/SnowDown/

It's a little action party game you can play with phones as controllers (similar to how you'd host a Jackbox game). And yes I did make it with Godot!

[–] maneframe@lemmy.sdf.org 87 points 1 week ago* (last edited 6 days ago) (27 children)

Hey me too! I released my first game on Steam a month ago and by all objective measures it was a flop, but as a hobbyist I'm still proud of it. It honestly did better than I thought for a small niche game that I did a terrible job of marketing, and my one review so far was quite positive so I'll count that as a small win as I move onwards to the next game.

EDIT: Here's the game because my reply is getting harder to spot below - https://store.steampowered.com/app/2792160/SnowDown/ - It's a small Jackbox-inspired party game (using phones as controllers) but with real-time action and physics as you throw snowballs around and destroy structures.

[–] maneframe@lemmy.sdf.org 14 points 1 month ago

This was my first game jam ever and I'm happy to say mine is one of the thousands of Godot games this year. The web export in 4.3 worked without any issues for me.